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Instead of having separate posts for all my (current) mods, I figured I'd compile them into just one, single post, so that people have it easier for tracking updates. Additionally, it means I only have one post to update, even when I release others! ;-)

Installation and Configuration
Unless specifically stated otherwise, the zip/jar files go into the /mods folder of your Minecraft (or MultiMC) instances.
Every mod creates a configuration file in /config the first time it's loaded and run, with the name of the mod. Open and alter those files to update block IDs, item IDs or whatever other settings are there.

Errors, Bug Reports, Feature Requests and Wiki Pages
Alongside each mod, there are links to both a GitHub repository issue tracker and a wiki (they're struck out if they don't exist [yet]). You should go there and check existing issues to see if something is already known about and, if not, add a new issue. Always remember to include error log files, as appropriate, and - if possible - describe how to reproduce the error. If it's a feature request (AKA an "enhancement"), try to be as descriptive as possible. Bug reports in this thread could very likely be ignored (and possibly removed) - you have been warned. The wiki pages will hold recipe and functionality information.

Note: Recipes for all these mods can be seen via the creative inventory or ChickenBones' NEI. If you open the JAR files in WinZip, WinRAR, etc, you can extract and look at the README.???.txt file for things like recipes and such, prior to the wiki entries being available.

ChargePads
IC2 addon pads that you can power and stand on to charge up held and/or worn electric equipment (that use EU to power them).
See the thread here for in-depth details such as recipes, spotlight and texture pack links and an FAQ.

FlatSigns
In short: you can use a normal sign (item) and place it on the underside of blocks or, if you sneak-click on the floor, it'll be flat like a doormat (as opposed to normal clicking and it being a sign-on-a-stick). Signs face in such a way so that you can read it from the direction you placed it.

Additionally, you can now edit signs in-place by right-clicking sponge (or a sponge wipe) on them. Yellow wool that's thrown into water or rain will soak up the water and become sponge. Craft a sponge with some cactus green to get sponge wipes that last several uses.

ObsidiPlates
New pressure plates made from blocks of obsidian (that only work when players step on them) or mossy cobble (that only work when NPCs step on them). You can craft one of these over a block of wool to make silent versions (that don't make clicking sounds). You can craft any of those four variants in the middle of alternating nether quartz and glowstone dust to make shrouded (see-through) versions. Smelting a silent or hidden plate will return a noisy, visible one.

Important Reminder
Beta/experimental releases are used at your own risk as they are currently still being tested!
They may have bugs so, if you find any, please report them via the appropriate issue tracker.
(bugs listed in this thread will be ignored and/or removed without being read).

License NotesFTB has my explicit permission to include any of the mods in this post in any official FTB or privately listed ModPack, to be distributed via the FTB Launcher. Additionally, any of the mods listed may be added to non-FTB public or private modpacks, without asking me directly for my permission, so long as they adhere to the Creative Commons BY-NC-ND license (which all of the mods use).

New Member

Hello Myrathi! Glad to see you've not only updated your mods but also "finally written the post" like you said on Morvy's live stream. I for one must admit that I'm a sucker for the little things, so your ObsidiPlates make me very, very happy indeed. Keep up the good work!

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Edit:Also updated links to issue trackers for all the mods. If you have a bug-report or a feature request, please post them at the issue trackers. I really won't be paying attention to either of those types of things in this thread. :b

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I apologise if this is a stupid question, but I tried to find information on your "Flat Signs" mod - but to no avail. So I was just curious, what is the mod about? (I'm assuming quite literally, flat signs)

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It's not stupid. :] I just don't have an overview for it, yet (it'll be on the wiki for it).

Basically, you can use a normal sign (item) and place it on the underside of blocks, facing in such a way so that you can read it from the direction you placed it. Or, if you sneak, you can place it flat on the floor like a doormat.

New Member

Updated ObsidiPlates to v1.3.2.11 - adding shrouded versions of all the plates (that are really hard to see) - just surround any of the four other plates, in the centre of a 3x3 crafting grid, with glowstone dust top, left, right and underneath and nether quartz chunks in the corners.

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New Member

New mod available for y'all. Called "Switches." Requires Forge 659 or later for the switches themselves (see the readme inside the jar for recipes without NEI). For the full experience, you'll need to have v0.8.6.1 of CodeChickenCore installed - at which point pistons will activate the switches if they "extend" directly into the face of the switch AND they'll both flip levers if they hit the handle straight on or will pull levers back if they retract away and are a sticky piston!

New Member

New mod available for y'all. Called "Switches." Requires Forge 659 or later for the switches themselves (see the readme inside the jar for recipes without NEI). For the full experience, you'll need to have v0.8.6.1 of CodeChickenCore installed - at which point pistons will activate the switches if they "extend" directly into the face of the switch AND they'll both flip levers if they hit the handle straight on or will pull levers back if they retract away and are a sticky piston!

I can only see applications for this in a Rube Goldberg machine, was this the design intention? A piston is switched by a redstone signal, a lever gives out redstone signals. Why not simply put the original signal to the line activated by the lever? For use as a diode, simply use a 1-tick repeater?

New Member

#BlameSethBling Both the general design (watch BSM2) and (after re-watching it) the "pistons click switches" (watch BSM1) came from watching his Bite-Sized Minecraft machinimas (see the links).

The initial mod was purely the switches but someone watching the stream (I often code live) commented that it'd be cool if extending pistons could click the switches. Some wrangling and use of CCC later, it worked. Then I considered lever flips, remembered the switch-clicking from BSM1 and 2 and just had to do it.

The only activated lever direction that seems to "mess" with piston retraction is actually a disabled lever above a sticky piston (facing up). The switch is in the up position (off), the sticky piston retracts and turns it on but because upward facing pistons retract slightly slower than others (it's the only thing I could deduce), the head catches the "on" redstone state and re-extends, pushing the lever off... which causes the head to retract and... you have this really funky little spazzing out setup that caused much hilarity on the stream when it occurred (much to my surprise).

Otherwise, extending/retracting sticky pistons happen to face the right way to always interact properly with levers in such a way as they can extend/retract just fine - so long as the switch isn't already on when the piston is extended (in which case, it doesn't allow it to retract). Try it and see.

New Member

As far as I've been made aware, his code is deliberate and is working as intended
As for the EE3 issue, I vaguely remember seeing a discussion about code-signing issues on the github (for people self-testing builds), so you may see a work-around solution, from Pahimar, at some point (take that with a pinch of salt - I only skimmed the discussion, in passing).